feat: add Bleed and Curse status effects, add Freeze handler

- Add StatusBleed and StatusCurse to the status effect enum
- Rewrite TickEffects with index-based loop to support Bleed value mutation
- Add Freeze tick message, Bleed damage (intensifies each turn), Curse message
- Update Heal() to reduce healing amount when cursed
- Add tests for Bleed stacking, Curse heal reduction, and Freeze tick message

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
This commit is contained in:
2026-03-25 14:21:46 +09:00
parent fa78bfecee
commit 05cf59c659
2 changed files with 81 additions and 8 deletions

View File

@@ -32,6 +32,8 @@ const (
StatusPoison StatusEffect = iota
StatusBurn
StatusFreeze
StatusBleed
StatusCurse
)
type ActiveEffect struct {
@@ -76,6 +78,12 @@ func (p *Player) TakeDamage(dmg int) {
}
func (p *Player) Heal(amount int) {
for _, e := range p.Effects {
if e.Type == StatusCurse {
amount = amount * (100 - e.Value) / 100
break
}
}
p.HP += amount
if p.HP > p.MaxHP {
p.HP = p.MaxHP
@@ -157,29 +165,45 @@ func (p *Player) HasEffect(t StatusEffect) bool {
return false
}
func (p *Player) TickEffects() (damages []string) {
var remaining []ActiveEffect
for _, e := range p.Effects {
func (p *Player) TickEffects() []string {
var msgs []string
remaining := p.Effects[:0] // reuse underlying array
for i := 0; i < len(p.Effects); i++ {
e := &p.Effects[i]
switch e.Type {
case StatusPoison:
p.HP -= e.Value
if p.HP <= 0 {
p.HP = 1 // Poison can't kill, leaves at 1 HP
}
damages = append(damages, fmt.Sprintf("%s takes %d poison damage", p.Name, e.Value))
msgs = append(msgs, fmt.Sprintf("%s takes %d poison damage", p.Name, e.Value))
case StatusBurn:
p.HP -= e.Value
if p.HP <= 0 {
p.HP = 0
p.Dead = true
}
damages = append(damages, fmt.Sprintf("%s takes %d burn damage", p.Name, e.Value))
msgs = append(msgs, fmt.Sprintf("%s takes %d burn damage", p.Name, e.Value))
case StatusFreeze:
msgs = append(msgs, fmt.Sprintf("%s is frozen!", p.Name))
case StatusBleed:
p.HP -= e.Value
msgs = append(msgs, fmt.Sprintf("%s takes %d bleed damage", p.Name, e.Value))
e.Value++ // Bleed intensifies each turn
case StatusCurse:
msgs = append(msgs, fmt.Sprintf("%s is cursed! Healing reduced", p.Name))
}
if p.HP < 0 {
p.HP = 0
}
e.Duration--
if e.Duration > 0 {
remaining = append(remaining, e)
remaining = append(remaining, *e)
}
}
p.Effects = remaining
return
if p.HP <= 0 && !p.Dead {
p.Dead = true
}
return msgs
}

View File

@@ -1,6 +1,9 @@
package entity
import "testing"
import (
"strings"
"testing"
)
func TestNewPlayer(t *testing.T) {
p := NewPlayer("testuser", ClassWarrior)
@@ -190,3 +193,49 @@ func TestEffectOverwrite(t *testing.T) {
t.Error("should have overwritten with new values")
}
}
func TestBleedEffect(t *testing.T) {
p := NewPlayer("Test", ClassWarrior)
startHP := p.HP
p.AddEffect(ActiveEffect{Type: StatusBleed, Duration: 3, Value: 2})
msgs := p.TickEffects()
if len(msgs) == 0 || !strings.Contains(msgs[0], "bleed") {
t.Error("expected bleed damage message")
}
if p.HP != startHP-2 {
t.Errorf("expected HP %d, got %d", startHP-2, p.HP)
}
// After tick, remaining bleed should have value 3 (increased by 1)
if len(p.Effects) == 0 || p.Effects[0].Value != 3 {
t.Error("expected bleed value to increase to 3")
}
}
func TestCurseReducesHealing(t *testing.T) {
p := NewPlayer("Test", ClassHealer)
p.HP = 50
p.AddEffect(ActiveEffect{Type: StatusCurse, Duration: 3, Value: 50})
p.Heal(100)
// Curse reduces by 50%, so heal 50 from HP 50 -> 100, capped at MaxHP
expected := p.MaxHP
if 50+50 < p.MaxHP {
expected = 50 + 50
}
if p.HP != expected {
t.Errorf("expected HP %d, got %d", expected, p.HP)
}
}
func TestFreezeTickMessage(t *testing.T) {
p := NewPlayer("Test", ClassMage)
p.AddEffect(ActiveEffect{Type: StatusFreeze, Duration: 1, Value: 0})
msgs := p.TickEffects()
if len(msgs) == 0 || !strings.Contains(msgs[0], "frozen") {
t.Error("expected freeze message")
}
// Freeze duration 1 -> removed after tick
if len(p.Effects) != 0 {
t.Error("expected freeze to be removed after 1 tick")
}
}